Slow 2 - At the beginning of your Sea Movement phase, roll a die. On a 2 or less, this unit gets -1 speed this turn. Hidden Subs/Sub Rendezvous - This unit may begin the game undeployed, along with up to one/two of your Submarines. Set the undeployed Ship and Submarines aside. They are out of play. Deploy them together on turn 2 or turn 3 at the end of the Air Return phase in any sector on your side of the map. Torpedo Replenishment - During the Submarine Attack phase, one friendly submarine within range 2 may reroll its Torpedo attack. Commerce Raider - This unit rolls one extra attack die when making Gunnery attacks against Auxiliary units.
Class limit: 2
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Note on Hidden Subs/Sub Rendezvous: If you have this unit and two subs 'undeployed", you can't deploy all of them together as it would violate the 1 sub per sector rule.
Note on Hidden Subs/Sub Rendezvous: If you have this unit and two subs 'undeployed", you can't deploy all of them together as it would violate the 1 sub per sector rule.
In addition, you wouldn't be able to place the undeployed units in a sector with a friendly sub. I propose rewording the SA to the following:
Hidden Subs/Sub Rendezvous - This unit may begin the game undeployed, along with up to one of your Submarines. Set the undeployed Ship and Submarine aside. They are out of play. Deploy them together on turn 2 or turn 3 at the end of the Air Return phase in any sector on your side of the map which does not already have a friendly submarine in it.
Also, from a playtesting standpoint.. I have a question on the Torpedo Replenishment.
Torpedo Replenishment - During the Submarine Attack phase, one friendly submarine within range 2 may reroll its Torpedo attack.
If you have a submarine on the opposite side of a 1 sector island from the Maru, can it use the Torp Replenishment since it is technically 2 sectors away though not in line of Fire nor within 2 sectors of movement?
In addition, you wouldn't be able to place the undeployed units in a sector with a friendly sub. I propose rewording the SA to the following:
Hidden Subs/Sub Rendezvous - This unit may begin the game undeployed, along with up to one of your Submarines. Set the undeployed Ship and Submarine aside. They are out of play. Deploy them together on turn 2 or turn 3 at the end of the Air Return phase in any sector on your side of the map which does not already have a friendly submarine in it.
Also, from a playtesting standpoint.. I have a question on the Torpedo Replenishment.
Torpedo Replenishment - During the Submarine Attack phase, one friendly submarine within range 2 may reroll its Torpedo attack.
If you have a submarine on the opposite side of a 1 sector island from the Maru, can it use the Torp Replenishment since it is technically 2 sectors away though not in line of Fire nor within 2 sectors of movement?
On the second question this is not the first time for this SA. My answer is they can replenish. There is nothing related to line of site here.
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I don't think the "does not already have a friendly submarine in it" is really necessary. It is a core rule that there can be only one sub per sector. To override that would require an SA that specifically says "you CAN place this in a sector that already has a submarine in it. But the extra wording doesn't hurt other than space consideration which might be tight with four SAs.
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If the putting of twl subs into a sector is problenatic, why not just reuse minisubs?
This ship acted partially (mostly after the first year) as a submarine tender. It didn't have anything to do with minisubs that I know of. I think one sub is enough. If we really want two subs we can say place the subs in the same or adjacent sectors.
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Sub Rendezvous - This unit may begin the game undeployed, along with up to one of your Submarines. Set the undeployed Ship and Submarine aside. They are out of play. Deploy them on turn 2 or turn 3 at the end of the Air Return phase. The Ship may be deployed in any sector on your side of the map. The Submarine may be deployed in a sector local or adjacent to the Ship.
Adapted from:
Secret Breakout - This unit may begin the game undeployed, along with up to one of your Cruisers. Set the undeployed Ships aside. They are out of play. Deploy them together during turn 2 or 3 at the end of the Air Return phase in any sector on your side of the map
Sub Rendezvous - This unit may begin the game undeployed, along with up to one of your Submarines. Set the undeployed Ship and Submarine aside. They are out of play. Deploy them together on turn 2 or turn 3 at the end of the Air Return phase. The Ship may be deployed in any sector on your side of the map. The Submarine may be deployed in a sector local or adjacent to the Ship.
1) Revise the first sentence to be "This unit may begin the game undeployed, along with one of your Submarines." 2) Remove the "together" from the fourth sentence. The last sentence overwrites and contradicts it. 3) Bear in mind that the last sentence would allow the sub to be placed outside (but adjacent to) your side of the map.
Sub Rendezvous - This unit may begin the game undeployed, along with up to one of your Submarines. Set the undeployed Ship and Submarine aside. They are out of play. Deploy them together on turn 2 or turn 3 at the end of the Air Return phase. The Ship may be deployed in any sector on your side of the map. The Submarine may be deployed in a sector local or adjacent to the Ship.
1) Revise the first sentence to be "This unit may begin the game undeployed, along with one of your Submarines." 2) Remove the "together" from the fourth sentence. The last sentence overwrites and contradicts it. 3) Bear in mind that the last sentence would allow the sub to be placed outside (but adjacent to) your side of the map.
1. That wording is directly from RB's original SA, and it also technically allows you to set aside the ship without a submarine. I think we should keep the wording the way it is.
2. Good catch
3. Another good catch. It would allow a sub to be deployed in the "neutral zone/row." I am not sure if that is bad or not though. Especially since it will be the end of turn 2 or 3.
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If the putting of twl subs into a sector is problenatic, why not just reuse minisubs?
This ship acted partially (mostly after the first year) as a submarine tender. It didn't have anything to do with minisubs that I know of. I think one sub is enough. If we really want two subs we can say place the subs in the same or adjacent sectors.
The point was to tie a sub with it without the hassle of breakout.
Given that the big japanese fleet subs had huge range, tying them to a ship with less range is frankly bizarre. Milkcows sole role was as resupply and it only got that SA.
This ship acted partially (mostly after the first year) as a submarine tender. It didn't have anything to do with minisubs that I know of. I think one sub is enough. If we really want two subs we can say place the subs in the same or adjacent sectors.
The point was to tie a sub with it without the hassle of breakout.
Given that the big japanese fleet subs had huge range, tying them to a ship with less range is frankly bizarre. Milkcows sole role was as resupply and it only got that SA.
I am not sure what you are promoting. Are you okay with it allowing the sub to deploy in the center row? I think it would be okay.
"Any sector on your side of the map" is the same as a sub. The main benefit to me is the ability to keep a sub off the map during the first turn "battle of the subs" and to place it near the center of battle.